Fix EFB format change emulation in D3D11 if MSAA is enabled.
Fixes issue 4346. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7496 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
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6577a5deb6
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3e384cac7f
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@ -48,8 +48,8 @@ SharedPtr<ID3D11PixelShader> s_ColorMatrixProgram[2];
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SharedPtr<ID3D11PixelShader> s_ColorCopyProgram[2];
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SharedPtr<ID3D11PixelShader> s_ColorCopyProgram[2];
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SharedPtr<ID3D11PixelShader> s_DepthMatrixProgram[2];
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SharedPtr<ID3D11PixelShader> s_DepthMatrixProgram[2];
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SharedPtr<ID3D11PixelShader> s_ClearProgram;
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SharedPtr<ID3D11PixelShader> s_ClearProgram;
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SharedPtr<ID3D11PixelShader> s_rgba6_to_rgb8;
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SharedPtr<ID3D11PixelShader> s_rgba6_to_rgb8[2];
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SharedPtr<ID3D11PixelShader> s_rgb8_to_rgba6;
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SharedPtr<ID3D11PixelShader> s_rgb8_to_rgba6[2];
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SharedPtr<ID3D11Buffer> pscbuf;
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SharedPtr<ID3D11Buffer> pscbuf;
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@ -62,6 +62,7 @@ const char clear_program_code[] = {
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"}\n"
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"}\n"
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};
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};
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// TODO: Find some way to avoid having separate shaders for non-MSAA and MSAA...
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const char color_copy_program_code[] = {
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const char color_copy_program_code[] = {
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"sampler samp0 : register(s0);\n"
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"sampler samp0 : register(s0);\n"
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"Texture2D Tex0 : register(t0);\n"
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"Texture2D Tex0 : register(t0);\n"
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@ -158,66 +159,141 @@ const char depth_matrix_program_msaa[] = {
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"}\n"
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"}\n"
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};
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};
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ID3D11PixelShader* PixelShaderCache::ReinterpRGBA6ToRGB8()
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const char reint_rgba6_to_rgb8[] = {
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{
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"sampler samp0 : register(s0);\n"
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// TODO: MSAA support..
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"Texture2D Tex0 : register(t0);\n"
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const char code[] = {
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"void main(\n"
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"sampler samp0 : register(s0);\n"
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" out float4 ocol0 : SV_Target,\n"
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"Texture2D Tex0 : register(t0);\n"
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" in float4 pos : SV_Position,\n"
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"void main(\n"
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" in float2 uv0 : TEXCOORD0)\n"
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" out float4 ocol0 : SV_Target,\n"
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"{\n"
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" in float4 pos : SV_Position,\n"
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" int4 src6 = round(Tex0.Sample(samp0,uv0) * 63.f);\n"
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" in float2 uv0 : TEXCOORD0)\n"
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" int4 dst8;\n"
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"{\n"
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" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
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" int4 src6 = round(Tex0.Sample(samp0,uv0) * 63.f);\n"
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" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
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" int4 dst8;\n"
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" dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
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" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
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" dst8.a = 255;\n"
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" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
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" ocol0 = (float4)dst8 / 255.f;\n"
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" dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
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"}"
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" dst8.a = 255;\n"
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};
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" ocol0 = (float4)dst8 / 255.f;\n"
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"}"
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};
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if (!s_rgba6_to_rgb8)
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const char reint_rgba6_to_rgb8_msaa[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
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"void main(\n"
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" out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float2 uv0 : TEXCOORD0)\n"
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"{\n"
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" int width, height, samples;\n"
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" Tex0.GetDimensions(width, height, samples);\n"
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" float4 texcol = 0;\n"
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" for(int i = 0; i < samples; ++i)\n"
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" texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
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" texcol /= samples;\n"
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" int4 src6 = round(texcol * 63.f);\n"
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" int4 dst8;\n"
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" dst8.r = (src6.r << 2) | (src6.g >> 4);\n"
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" dst8.g = ((src6.g & 0xF) << 4) | (src6.b >> 2);\n"
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" dst8.b = ((src6.b & 0x3) << 6) | src6.a;\n"
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" dst8.a = 255;\n"
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" ocol0 = (float4)dst8 / 255.f;\n"
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"}"
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};
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const char reint_rgb8_to_rgba6[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2D Tex0 : register(t0);\n"
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"void main(\n"
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" out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float2 uv0 : TEXCOORD0)\n"
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"{\n"
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" int4 src8 = round(Tex0.Sample(samp0,uv0) * 255.f);\n"
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" int4 dst6;\n"
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" dst6.r = src8.r >> 2;\n"
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" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
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" dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
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" dst6.a = src8.b & 0x3F;\n"
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" ocol0 = (float4)dst6 / 63.f;\n"
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"}\n"
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};
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const char reint_rgb8_to_rgba6_msaa[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2DMS<float4, %d> Tex0 : register(t0);\n"
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"void main(\n"
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" out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float2 uv0 : TEXCOORD0)\n"
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"{\n"
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" int width, height, samples;\n"
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" Tex0.GetDimensions(width, height, samples);\n"
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" float4 texcol = 0;\n"
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" for(int i = 0; i < samples; ++i)\n"
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" texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
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" texcol /= samples;\n"
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" int4 src8 = round(texcol * 255.f);\n"
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" int4 dst6;\n"
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" dst6.r = src8.r >> 2;\n"
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" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
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" dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
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" dst6.a = src8.b & 0x3F;\n"
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" ocol0 = (float4)dst6 / 63.f;\n"
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"}\n"
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};
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ID3D11PixelShader* PixelShaderCache::ReinterpRGBA6ToRGB8(bool multisampled)
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{
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if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1)
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{
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{
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s_rgba6_to_rgb8 = D3D::CompileAndCreatePixelShader(code, sizeof(code));
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if (!s_rgba6_to_rgb8[0])
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CHECK(s_rgba6_to_rgb8, "Create RGBA6 to RGB8 pixel shader");
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{
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D3D::SetDebugObjectName(s_rgba6_to_rgb8, "RGBA6 to RGB8 pixel shader");
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s_rgba6_to_rgb8[0] = D3D::CompileAndCreatePixelShader(reint_rgba6_to_rgb8, sizeof(reint_rgba6_to_rgb8));
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CHECK(s_rgba6_to_rgb8[0], "Create RGBA6 to RGB8 pixel shader");
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D3D::SetDebugObjectName(s_rgba6_to_rgb8[0], "RGBA6 to RGB8 pixel shader");
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}
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return s_rgba6_to_rgb8[0];
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}
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}
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else if (!s_rgba6_to_rgb8[1])
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return s_rgba6_to_rgb8;
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{
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// create MSAA shader for current AA mode
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char buf[1024];
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const int l = sprintf_s(buf, 1024, reint_rgba6_to_rgb8_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
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s_rgba6_to_rgb8[1] = D3D::CompileAndCreatePixelShader(buf, l);
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CHECK(s_rgba6_to_rgb8[1], "Create RGBA6 to RGB8 MSAA pixel shader");
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D3D::SetDebugObjectName(s_rgba6_to_rgb8[1], "RGBA6 to RGB8 MSAA pixel shader");
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}
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return s_rgba6_to_rgb8[1];
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}
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}
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ID3D11PixelShader* PixelShaderCache::ReinterpRGB8ToRGBA6()
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ID3D11PixelShader* PixelShaderCache::ReinterpRGB8ToRGBA6(bool multisampled)
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{
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{
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// TODO: MSAA support..
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if (!multisampled || D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count == 1)
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const char code[] = {
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"sampler samp0 : register(s0);\n"
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"Texture2D Tex0 : register(t0);\n"
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"void main(\n"
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" out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float2 uv0 : TEXCOORD0)\n"
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"{\n"
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" int4 src8 = round(Tex0.Sample(samp0,uv0) * 255.f);\n"
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" int4 dst6;\n"
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" dst6.r = src8.r >> 2;\n"
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" dst6.g = ((src8.r & 0x3) << 4) | (src8.g >> 4);\n"
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" dst6.b = ((src8.g & 0xF) << 2) | (src8.b >> 6);\n"
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" dst6.a = src8.b & 0x3F;\n"
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" ocol0 = (float4)dst6 / 63.f;\n"
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"}\n"
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};
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if (!s_rgb8_to_rgba6)
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{
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{
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s_rgb8_to_rgba6 = D3D::CompileAndCreatePixelShader(code, sizeof(code));
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if (!s_rgb8_to_rgba6[0])
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CHECK(s_rgb8_to_rgba6, "Create RGB8 to RGBA6 pixel shader");
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{
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D3D::SetDebugObjectName(s_rgb8_to_rgba6, "RGB8 to RGBA6 pixel shader");
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s_rgb8_to_rgba6[0] = D3D::CompileAndCreatePixelShader(reint_rgb8_to_rgba6, sizeof(reint_rgb8_to_rgba6));
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CHECK(s_rgb8_to_rgba6[0], "Create RGB8 to RGBA6 pixel shader");
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D3D::SetDebugObjectName(s_rgb8_to_rgba6[0], "RGB8 to RGBA6 pixel shader");
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}
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return s_rgb8_to_rgba6[0];
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}
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}
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else if (!s_rgb8_to_rgba6[1])
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{
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// create MSAA shader for current AA mode
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char buf[1024];
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const int l = sprintf_s(buf, 1024, reint_rgb8_to_rgba6_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
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return s_rgb8_to_rgba6;
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s_rgb8_to_rgba6[1] = D3D::CompileAndCreatePixelShader(buf, l);
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CHECK(s_rgb8_to_rgba6[1], "Create RGB8 to RGBA6 MSAA pixel shader");
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D3D::SetDebugObjectName(s_rgb8_to_rgba6[1], "RGB8 to RGBA6 MSAA pixel shader");
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}
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return s_rgb8_to_rgba6[1];
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}
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}
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ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
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ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
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@ -228,7 +304,6 @@ ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
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}
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}
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else if (!s_ColorCopyProgram[1])
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else if (!s_ColorCopyProgram[1])
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{
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{
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// TODO: recreate shader on AA mode change!
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// create MSAA shader for current AA mode
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// create MSAA shader for current AA mode
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char buf[1024];
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char buf[1024];
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const int l = sprintf_s(buf, 1024, color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
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const int l = sprintf_s(buf, 1024, color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
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@ -250,7 +325,6 @@ ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled)
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}
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}
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else if (!s_ColorMatrixProgram[1])
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else if (!s_ColorMatrixProgram[1])
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{
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{
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// TODO: recreate shader on AA mode change!
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// create MSAA shader for current AA mode
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// create MSAA shader for current AA mode
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char buf[1024];
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char buf[1024];
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const int l = sprintf_s(buf, 1024, color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
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const int l = sprintf_s(buf, 1024, color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
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@ -272,7 +346,6 @@ ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled)
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}
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}
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else if (!s_DepthMatrixProgram[1])
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else if (!s_DepthMatrixProgram[1])
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{
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{
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// TODO: recreate shader on AA mode change!
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// create MSAA shader for current AA mode
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// create MSAA shader for current AA mode
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char buf[1024];
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char buf[1024];
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const int l = sprintf_s(buf, 1024, depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
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const int l = sprintf_s(buf, 1024, depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode));
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@ -374,20 +447,22 @@ void PixelShaderCache::InvalidateMSAAShaders()
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s_ColorCopyProgram[1].reset();
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s_ColorCopyProgram[1].reset();
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s_ColorMatrixProgram[1].reset();
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s_ColorMatrixProgram[1].reset();
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s_DepthMatrixProgram[1].reset();
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s_DepthMatrixProgram[1].reset();
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s_rgb8_to_rgba6[1].reset();
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s_rgba6_to_rgb8[1].reset();
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}
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}
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void PixelShaderCache::Shutdown()
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void PixelShaderCache::Shutdown()
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{
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{
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pscbuf.reset();
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pscbuf.reset();
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s_rgba6_to_rgb8.reset();
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s_rgb8_to_rgba6.reset();
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s_ClearProgram.reset();
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s_ClearProgram.reset();
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for (int i = 0; i < 2; ++i)
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for (int i = 0; i < 2; ++i)
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{
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{
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s_ColorCopyProgram[i].reset();
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s_ColorCopyProgram[i].reset();
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s_ColorMatrixProgram[i].reset();
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s_ColorMatrixProgram[i].reset();
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s_DepthMatrixProgram[i].reset();
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s_DepthMatrixProgram[i].reset();
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s_rgba6_to_rgb8[i].reset();
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s_rgb8_to_rgba6[i].reset();
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}
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}
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Clear();
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Clear();
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@ -44,8 +44,8 @@ public:
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static ID3D11PixelShader* GetColorCopyProgram(bool multisampled);
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static ID3D11PixelShader* GetColorCopyProgram(bool multisampled);
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static ID3D11PixelShader* GetDepthMatrixProgram(bool multisampled);
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static ID3D11PixelShader* GetDepthMatrixProgram(bool multisampled);
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static ID3D11PixelShader* GetClearProgram();
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static ID3D11PixelShader* GetClearProgram();
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static ID3D11PixelShader* ReinterpRGBA6ToRGB8();
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static ID3D11PixelShader* ReinterpRGBA6ToRGB8(bool multisampled);
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static ID3D11PixelShader* ReinterpRGB8ToRGBA6();
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static ID3D11PixelShader* ReinterpRGB8ToRGBA6(bool multisampled);
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static void InvalidateMSAAShaders();
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static void InvalidateMSAAShaders();
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@ -781,8 +781,8 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
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D3D11_RECT source = CD3D11_RECT(0, 0, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight());
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D3D11_RECT source = CD3D11_RECT(0, 0, g_renderer->GetFullTargetWidth(), g_renderer->GetFullTargetHeight());
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ID3D11PixelShader* pixel_shader;
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ID3D11PixelShader* pixel_shader;
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if (convtype == 0) pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6();
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if (convtype == 0) pixel_shader = PixelShaderCache::ReinterpRGB8ToRGBA6(true);
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else if (convtype == 2) pixel_shader = PixelShaderCache::ReinterpRGBA6ToRGB8();
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else if (convtype == 2) pixel_shader = PixelShaderCache::ReinterpRGBA6ToRGB8(true);
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else
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else
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{
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{
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PanicAlert("Trying to reinterpret pixel data with unsupported conversion type %d", convtype);
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PanicAlert("Trying to reinterpret pixel data with unsupported conversion type %d", convtype);
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